Shader "cyUrp/Unlit"
{
    Properties
    {
        _BaseMap("Texture", 2D) = "white" {}
        [HDR] _BaseColor("Base Color", Color) = (1,1,1,1)
	_Cutoff("Cut Off", Range(0,1)) = 0.5
        [Toggle(_CLIPPING)] _Clipping("Alpha Clipping", float) = 0
        [KeywordEnum(On,Clip, Dither, Off)] _Shadows("Shadows", float) = 0
        [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Src Blend", float) = 1
        [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Dst Blend", float) = 0
        [Enum(Off,0, On, 1)] _ZWrite("Z Write", float) = 1
        
    }
    SubShader
    {
        HLSLINCLUDE
        #include "./include/Common.hlsl"
        #include "./include/UnlitInput.hlsl"
        ENDHLSL
        pass
        {
            Blend [_SrcBlend] [_DstBlend]
            ZWrite [_ZWrite]
            HLSLPROGRAM
	    #pragma target 3.5 
            #pragma shader_feature _CLIPPING 
            #pragma multi_compile_instancing
            #pragma vertex UnlitPassVertex
            #pragma fragment UnlitPassFragment
            #include "./Include/UnlitPass.hlsl"
            ENDHLSL 
        }
        pass
        {
            Tags { "LightMode" = "ShadowCaster"}
            ColorMask 0
            HLSLPROGRAM
            #pragma target 3.5
            #pragma shader_feature _ _SHADOWS_CLIP _SHADOWS_DITHER
			#pragma multi_compile_instancing
			#pragma vertex ShadowCasterPassVertex
			#pragma  fragment ShadowCasterPassFragment 
			#include "./Include/ShadowCasterPass.hlsl"
            ENDHLSL
        }
	Pass {
			Tags {
				"LightMode" = "Meta"
			}

			Cull Off

			HLSLPROGRAM
			#pragma target 3.5
			#pragma vertex MetaPassVertex
			#pragma fragment MetaPassFragment
			#include "./Include/MetaPass.hlsl"
			ENDHLSL
		}
    }
	CustomEditor "CustomShaderGUI"
}